WORKING WITH AN ONLINE GAME AS AN ENTRY POINT TO ALGEBRAIC THINKING

 
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12th International Congress on Mathematical Education
Program Name XX-YY-zz (pp. abcde-fghij)
8 July – 15 July, 2012, COEX, Seoul, Korea (This part is for LOC use only. Please do not change this part.)

 WORKING WITH AN ONLINE GAME AS AN ENTRY POINT TO
               ALGEBRAIC THINKING
                     Angeliki Kolovou and Marja van den Heuvel-Panhuizen
                            FISME, Utrecht University, the Netherlands
                      a.kolovou@uu.nl, m.vandenheuvel-panhuizen@uu.nl
                                               Olaf Köller
                                IPN Leibniz Institute, Kiel, Germany
                                        koeller@ipn.uni-kiel.de

In an experimental study we investigated whether an intervention including an online game
contributed to primary school students’ performance on problems with covarying quantities. In total
236 sixth graders participated in the study. The students in the experimental group were requested to
solve a number of problems by playing the game at home. Special software recorded students’ online
activity. The results of a written pre and posttest on problem solving showed a significant positive
effect of the intervention on posttest performance. Moreover, playing the game stimulated the
students to generate a general rule for the relationship between covarying quantities.
Early algebra; Online game; Information and Communication Technology; Primary school

INTRODUCTION
The integration of algebraic reasoning into the primary school mathematics curriculum has
received growing attention from researchers and policy makers (Cai & Knuth, 2011; Garraher
& Schliemann, 2007; Katz, 2007; NCTM, 2000). Given the significance of algebraic
reasoning as an educational goal as well as students’ difficulties with algebra in secondary
school, primary school should better prepare students for the study of algebra in the later
grades. However, this does not mean adding formal algebra to the primary school
mathematics curriculum, but providing students with entry points to algebra (Carraher,
Schliemann, Brizuella & Enrnest, 2006; Kaput, 2008) through tasks that offer them
opportunities for reasoning algebraically in a context-connected, informal way.
The present study investigated how primary school students’ in grade 6 can be provided with
opportunities to develop algebraic reasoning, in particular the ability to solve contextual
number problems with covarying quantities, hereafter called early algebra performance. A
dynamic computer game, containing animations and providing instant feedback, was
designed to offer students experiences of covariation and functional relations; in this
computer environment students can observe how output values vary as input values change,
so that they can recognize relations between covarying quantities. Our first research question
was whether an intervention including an online game has an effect on students’ performance

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in early algebra, while our second question zoomed in on the effect of specific characteristics
of online work.
THEORETICAL BACKGROUND
Teaching and learning of early algebra
According to Carraher et al. (2006) early algebra involves a shift from working with
particular numbers and measures towards working with relations among sets of numbers and
measures, especially functional relationships. Moreover, Kaput (2008) considers functional
thinking as one of the core strands of algebraic reasoning. Along this line, our approach on
early algebra focuses on supporting students to reason about relationships between numbers
and quantities and to express general rules for the relationship between covarying quantities.
A task that can prompt such reasoning is, for example, the Quiz problem: In a quiz you get 2
points each time an answer is correct. In case a question is not answered or the answer is
false, 1 point is subtracted from your score. The quiz contains 10 questions. Tina received 8
points in total. How many questions did Tina answer correctly?
The Quiz problem can be resolved by applying a formal algebraic approach or by reasoning
informally about the relationships between the numbers in the problem. In the latter case,
students can solve this problem as follows: “If all 10 questions were correctly answered, then I
would get 20 points. Every wrong answer means in total 3 points less (missing 2 points,
because of missing a correct answer and missing 1 point, because of getting a penalty point for
the wrong answer). To have 8 points left, means that there were four wrong answers (four times
3 points subtracted from the 20 points). So, there are six correctly answered questions.”
Although this approach cannot be labeled as a formal algebraic procedure, Johanning (2004)
suggests that that such informal reasoning can be seen as a way in which students make sense of
algebraic situations.
Role of ICT in teaching and learning algebra
Several studies have emphasized the role of the Information and Communication Technology
(ICT) in the teaching and learning of mathematics (e.g., Li & Ma, 2010; Slavin & Lake, 2008)
and especially in the teaching and learning of algebra (e.g., Rojano & Sutherland, 1994;
Lannin, 2005). Cuoco (1995) showed that dynamic computer environments can support the
development of increasingly sophisticated concepts of functions. Resnick, Eisenberg, Berg,
Mikhak, and Willow (2000) also suggested that technology tools might be more appropriate
for developing concepts related to dynamic processes, such as the concept of function.
Among the ICT environments, computer games have attracted special interest from
educators, researchers, and policymakers (McFarlane, Sparrowhawk, & Heald, 2002). On the
basis of an extensive literature review, Mitchell and Savill-Smith (2004) asserted that
computer games have a significant impact on students’ cognitive skills. They concluded that
computer games are engaging and can embed mathematical concepts that may be hard to
grasp with concrete materials. However, apart from a few studies that show positive effects
on students’ performance (Kebritchi, Hirumi, & Bai, 2010; Redfield, Gaither & Redfield,
2009), less is known about whether games can contribute to the learning of algebra.

Abcde+3                                                                         ICME-12, 2012
Last names of authors in order as on the paper

METHOD
Design – Procedure
A pretest-posttest-control-group experiment was set up to investigate the influence of an
intervention, including playing an online game, on students’ early algebra performance. The
intervention consisted of three periods of one week in which the students in the experimental
group received three sets of problems with the request to solve them at home by using the
online environment and present their solutions in whole class discussions. Before and after
the intervention a pretest and a posttest were administered in the experimental as well as in the
control group. However, the students in the control group did not receive the intervention.
Sample
The sample consisted of 236 sixth-grade students from ten schools (five experimental and
five matching control schools) covering a wide socio-economic range. All participating
students were receiving a similar type of mathematics education and had no early algebraic
experiences. Also, they were familiar with playing computer games at school and at home.
With respect to age and gender the experimental and the control group were rather similar. Also,
no significant difference in the mean pretest scores of the two groups was found (t = 1.19, n.s.).
However, we found a significant difference (t = 3.36, p = .001, d = .48) in their general
mathematical ability as measured by the Grade 5 CITO-LOVS Mathematics Test1 (CITO E5).
Pre- and posttest
Early algebra problem solving was assessed by a written test containing seven items, which
where contextual number problems with covarying quantities, such as the Quiz problem.
After excluding one item due to poor psychometric properties (M = .17, item-total-correlation
r = .37), the internal consistency of the test was satisfying (Cronbach’s alpha = .79).
The online environment
A dynamic game called ‘Hit the target’2 was developed to give students experience in dealing
with covarying quantities (Figure 1). In this game the students can set the shooting mode (user
or computer shooting) and the game rule mode (user or computer defined). The features of the
game are dynamically linked. In the course of the game the values on the scoreboard update
rapidly to provide information about the total score. In this way, students may become aware
of the fact that the arrows, the score, and the game rule are related to each other so that a
modification in the value of one of these variables has a direct effect on the other variables.
Moreover, the game offers instant visual feedback by displaying the number of hits and
misses and the number of points resulting from a shooting action.

ICME-12, 2012                                                                           abcde+2
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 Figure 1a: Screen view of game in the user            Figure 1b: Screen view of game in the
               shooting mode                                 computer shooting mode

The series of problems that the students of the experimental group were asked to solve in the
online environment varied from finding the number of hits and the number of misses that
produce a particular score, to generating a general solution. A selection of these problems is
the following:
  Problem 3: What is the game rule to get 15 points in total with 15 hits and 15 misses? Are there
  other game rules to get 15 hits, 15 misses, and 15 points?
  Problem 4: What is the game rule to get 16 points in total with 16 hits and 16 misses? Are there
  other game rules to get 16 hits, 16 misses, and 16 points?
  Problem 5: What is the game rule to get 100 points in total with 100 hits and 100 misses? Are there
  other game rules to get 100 hits, 100 misses, and 100 points? Can you explain your answer?
To keep track of students’ online activity, the game was connected to the Digital Mathematics
Environment (DME).3 The log data (see Figure 2) consist of a list of the actions performed by
a student per session (i.e., every time a student logged in) and per event (i.e., every time a
student clicked the shoot button) and the logged-in time. Other characteristics of the online
activity were the number of problems that the students worked on and the number and
percentage of focused events (i.e., shooting actions intended to answer a given problem).
RESULTS
To answer the first question we compared the performance of the experimental versus the
control group. We found that in the latter group no change occurred between pre- and posttest
(MPRE = .31, SD = .30, MPOST = .33, SD = .34), whereas students in the experimental group
showed significant increase with medium effect size in their achievement (MPRE = .35,
SD = .35, MPOST = .48, SD = .37, t = −5.69, p = .000, d = .57). Moreover, a regression analysis
revealed that the effect of the intervention was significant4 (B = .076, p = .006, see Table 1).

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Last names of authors in order as on the paper
    Table 1: Regression model predicting posttest scores by CITO E5, pretest, and group

                                                B         SE             p

                       CITO E5                 .013      .002          < .001

                     Pretest score             .596      .063          < .001

                        Group                  .076      .028           .006

                R2(explained variance) = .71

Because playing the game was not compulsory, some students of the experimental group did
not go online and were only involved in class discussions. To disentangle the effect of the
online working from that of the class discussions, we compared the performance of the
students who followed these discussions and were logged in (n = 96) and the students who
only followed the class discussions (n = 27). The two groups did not differ significantly in
their pretest performance (t = 1.50, n.s.) and CITO E5 performance (t = .38, n.s.). With
respect to the posttest performance, a regression analysis with CITO E5 score, pretest score
and group (0 = only-class-discussions, 1 = logged-in) as predictors revealed that the two
groups did not differ significantly (B = .026, n.s.).
To investigate the influence of specific characteristics of the online working on the problem
solving performance in early algebra, we focused on the group of students who went online
(the logged-in group) and examined their log files (Figure 2). Because the characteristics
(logged-in time, number of events, number of focused events, percentage of focused events,
and number of worked problems) were strongly correlated, we performed a principal
component analysis (PCA). As a result, all characteristics collapsed into a single factor that
we considered as an indicator of effort. The regression analysis on the posttest scores with
CITO E5 score, pretest score, and effort as predictor variables revealed that the effect of effort
put in the online work was not significant (B = .028, n.s.).
In addition to the quantitative results, the students’ log files provided a glimpse on the
potential of the game to stimulate algebraic thinking. Figure 2 shows how a students’ online
activity led to the discovery of the general rule for acquiring an equal number of hits, misses
and total points. Table 2 summarizes her focused events and is extended with the score gained
from each shooting action.

ICME-12, 2012                                                                            abcde+2
Last names of authors, in order on the paper

          session: 1 date: 2008/11/17 04:13:58 duration: 00:05:59     total events: 5
          ...
          ...
          event: 3
          who shoots: computer hits: 15 misses: 15 at-random: 0
          game rule: student hits: 4 added misses: 2 added
                                                                                   Problem 3
          event: 4
          who shoots: computer hits: 15 misses: 15 at-random: 0
          game rule: student hits: 1 added misses: 1 added

          event: 5
          who shoots: student hits: 1 misses: 0 at-random: 6 (hits: 1 misses: 5)
          game rule: student hits: 1 added misses: 1 added

          session: 2   date: 2008/11/17 04:20:43 duration: 00:02:52   total events: 2

          event: 1
          who shoots: student hits: 1 misses: 0 at-random: 1 (misses: 1)
          game rule: student hits: 0 less misses: 0 less

          event: 2
          who schoots: computer hits: 15 misses: 15 at-random: 0
          game rule: student hits: 5 added misses: 4 less                          Problem 3

          session: 3   date: 2008/12/01 04:02:24 duration: 00:36:03   total events: 7

          event: 1
          who shoots: computer hits: 16 misses: 16 at-random: 0
          game rule: student hits: 2 added misses: 1 less

          event: 2
          who shoots: computer hits: 16 misses: 16 at-random: 0                    Problem 4
          game rule: student hits: 3 added misses: 2 less

          event: 3
          who shoots: computer hits: 16 misses: 16 at-random: 0
          game rule: student hits: 100 added misses: 99 less

          event: 4
          who shoots: computer hits: 10 misses: 10 at-random: 0
          game rule: student hits: 2 added misses: 1 less
                                                                                   Problem 5
          event: 5
          who shoots: computer hits: 10 misses: 10 at-random: 0
          game rule: student hits: 1000 added misses: 999 less

          event: 6
          who shoots: student hits: 3 misses: 0 at-random: 0
          game rule: student hits: 50 added misses: 49 less

          event: 7
          who shoots: computer hits: 10 misses: 10 at-random: 0
                                                                                   Problem 5
          game rule: student hits: 50 added misses: 49 less

                                 Figure 2: Part of student’s log file

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Last names of authors in order as on the paper
                                    Table 2: Student’s focused events

                Problem                    Session   Event   Hits   Misses     Game rule        Score

                                                                             Points   Points
                                                                              per      per
                                                                              hit     miss

      Problem 3: 15 h-15 m-15 pa             1         3      15      15      +4       +2         90

                                                       4      15      15      +1       +1         30

                                             2         2      15      15      +5       −4         15

      Problem 4: 16 h-16 m-16 p              3         1      16      16      +2       −1         16

                                                       2      16      16      +3       −2         16

                                                       3      16      16     +100      −99        16

     Problem 5:100 h-100 m-100 p                       4      10      10      +2       −1         10

                                                       5      10      10     +1000    −999        10

                                                       7      10      10      +50      −49        10
 a
     h-m-p stands for hits-misses-points

First, the student found one solution in Problem 3 (+5 points for a hit and –4 points for a miss)
by trial-and-error. Next, the student applied the general rule (i.e., the difference between the
points for a hit and for a miss should be 1) to solve Problems 4 and 5. This understanding was
evoked by working on the series of problems, by which the student could experience that at a
more general level the solution to Problem 3 was also applicable to Problems 4 and 5.
Coming to Problem 5 she showed clearly that the size of the numbers does not matter. She
chose not only for +1000 (for a hit) and –999 (for a miss) but she did fill in 10 hits and 10
misses instead of the required 100 hits and 100 misses. In this way she showed to be aware of
the fact that what works for 100 arrows also works for 10 arrows. Her actions reveal that her
reasoning was not anymore bound to the specific values and reflect algebraic thinking instead
of applying an arithmetical procedure.
DISCUSSION
Students benefitted from the intervention. After controlling for the differences in the pretest
and the general mathematics achievement, the students in the experimental group performed
significantly higher than the students in the control group, even though not all students from
the experimental group went online. Actually, because of its voluntary character, the fact that
some students did not go online is an inherent feature of the intervention. This situation may
ICME-12, 2012                                                                                  abcde+2
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also occur when teachers carry out this intervention in their educational practice in the future.
In fact, the question we aimed to answer in this study was whether the intervention, in any
degree of implementation, had an effect or not. Yet, it was somewhat surprising that the
performance of the logged-in students and the students who only attended the class
discussions did not differ significantly. However, this result might not be very reliable
because the number of students who did not logged in was rather small.
The analysis of the influence of the students’ online work on their performance resulted in
another noteworthy outcome. Effort did not predict students’ posttest performance. It might be
that students already benefited from the game after a short period of playing the game.
Furthermore, there may be a critical threshold of intervention implementation, above which
increased implementation does not meaningfully influence outcomes (Durlak & DuPre, 2008).
Also, we should keep in mind that students may not exclusively rely on the game to work on the
problems, but they may solve them partly in their head. Therefore, the effort of the online work
might not completely capture students’ cognitive effort related to the gain in performance.
In general, the findings of our study indicate that computers are suitable as a tool to improve
students’ performance in early algebra. Moreover, home computing may create an effective
learning environment supporting and extending school learning. Furthermore, the positive
effects on learning suggest that teachers can be more comfortable with letting students taking
responsibility for participating in voluntary computer activities carried out at home.
However, some limitations should be kept in mind when interpreting the results of our study.
The effect of the intervention was examined with only one game and the operationalization of
early algebra focused on one type of problems. In addition, early algebra competency was
measured by a test consisting of a limited number of items. Another limitation of the study
might be that the items were too difficult for the students, which might have obscured the
effects of the intervention. Nevertheless, making the items easier would not have been
appropriate, because lowering the cognitive demand of the items would undermine their
algebraic character.
A further limitation is that the control group did not get an alternative intervention with an
online computer game on another topic. In this way, it is difficult to separate the real effect of
the intervention from increased motivation caused by the so-called Hawthorn effect (Parsons,
1974). However, the main goal of our study was to investigate whether an intervention
including an online game has an effect on students’ early algebra performance. Nonetheless,
further research is necessary to disclose what aspects of the online work did contribute to the
increase in performance and disentangle cognitive and motivational effects. Finally, we have
to take into account that the duration of the intervention was quite short. A longer intervention
might have resulted into stronger effects. Nevertheless, the significant results of this short
intervention are an indication of its power.
Overall, the promising results of our study encourage us to continue this line of research and
further pursue the development of algebraic reasoning in the primary school through
computer games. Especially, the effect of an intervention including compulsory participation

Abcde+3                                                                           ICME-12, 2012
Last names of authors in order as on the paper

in class should be explored. In fact, students might be able to gain more from the intervention
if the online activity is carried out by all students at school under the teacher’s supervision.

Notes
1. The CITO-LOVS Mathematics Test is a series of standardized tests for monitoring Dutch
primary school students’ mathematics performance.
2. The game was developed by the second author and programmed by Huub Nilwick at the
Freudenthal Institute.
3. The DME is developed by Peter Boon at the Freudenthal Institute.
4. Because in the regression analyses the standard errors may be underestimated due to the
nested structure of the data, we employ a .01 alpha criterion of significance.

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Abcde+3                                                                            ICME-12, 2012
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